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en-usEngadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronicsCopyright 2018 AOL Inc. The contents of this feed are available for non-commercial use only.https://massively.joystiq.com/2013/11/24/eve-evolved-first-impressions-of-rubicon/https://massively.joystiq.com/2013/11/24/eve-evolved-first-impressions-of-rubicon/https://massively.joystiq.com/2013/11/24/eve-evolved-first-impressions-of-rubicon/#comments

For years I've been writing that EVE Online needs more deployable sandbox structures that any player can use, so I was naturally pretty excited to hear that this was to be one of the key features of the Rubicon expansion. The Mobile Depot sounded like a great freeform sandbox tool when it was announced, but I didn't understand quite how awesome it was until I started setting up my own. While the depot is ostensibly a fancy item container with a ship fitting service, anchoring one feels almost like planting your flag in space, and spotting another depot on the directional scanner means war.

I've spent this week exploring low-security space in the new Stratios Sisters of EVE faction cruiser, stealing rare moon minerals with a Siphon Unit, and desperately searching for the elusive but valuable ghost sites. As expected, players have already found some creative uses for the new personal deployable structures: Mobile Depots are being used as advertising billboards in Jita and to bait aggressive players into becoming flagged as criminal suspects, Mobile Tractor Units have seen some unorthodox usage outside of missions, and the Siphon Unit will literally print money if you find an unsecured moon-mining operation tucked away in space.

In this week's EVE Evolved, I test-drive the Rubicon expansion's new structures to find out if they live up to expectations.
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billboardccpccp-gameseconomyendgameeveeve evolvedeve onlineeve-evolvedeve-onlineexpansionexpansionsfeaturedfirst impressionsfirst-impressionfirst-impressionsgame mechanicshands-onmobile-depotmobile-tractor-unitopinionpatchesplayer-generated contentplayer-owned-housingplayer-owned-starbaseplayer-owned-structurespospreviewspvpreinforcereinforcedreinforced-timerreinforcementrubiconsandboxsci-fisiphonsiphon-unitsisters-of-evestratiosstructurestructuressubscriptiontractortractor-beamsSun, 24 Nov 2013 18:00:00 -0500319|20774675https://massively.joystiq.com/2013/11/17/eve-evolved-getting-ready-for-rubicon/https://massively.joystiq.com/2013/11/17/eve-evolved-getting-ready-for-rubicon/https://massively.joystiq.com/2013/11/17/eve-evolved-getting-ready-for-rubicon/#comments

EVE Online's Rubicon expansion goes live in just two days on Tuesday, November 19th, introducing four brand-new personal deployable structures and revamping PvP across the board with a seemingly innocuous warp acceleration fix. The expansion represents the first step in new Senior Producer Andie Nordgren's plan to bring true player-run deep-space colonisation to EVE Online. The new Mobile Depot that can be placed anywhere in space is possibly the most sandboxy feature since the introduction of player-owned starbases back in 2004. Players have been coming up with plans for the device since its first announcement, but I think we'll see its true potential revealed in the coming weeks and months.

If you've been saving up your Sisters of EVE loyalty points to get your hands on the faction's new exploration ships, be prepared to buy and build the blueprints as soon as the server comes up. These will be the first pirate faction ship blueprints that are available in high-security space, and a recent devblog confirmed that players have been collecting Sisters of EVE loyalty points like crazy lately in anticipation of the expansion, but those who get the built ships to market first will make an absolute killing. For the rest of us, getting ready for the expansion means planning where to set up a Mobile Depot for some quick profit-making enterprise or building a few small PvP ships to put the new warp speed mechanics to the test.

In this week's EVE Evolved, I look at some of the best places to set up a Mobile Depot, re-consider the lure of low-security space, and propose adapting your PvP fleets to take advantage of the warp acceleration changes.
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andie-nordgrenccpccp-gamescruiserdeadspacedepotdev diariesdirectional-scannereconomyendgameeveeve evolvedeve onlineeve-evolvedeve-onlineevents (in-game)expansionexpansionsexplorationfaction-warfarefeaturedfleet-pvpfleet-warfarefrigategame mechanicsghost-siteghost-sitesguideshackinginterceptormission-hubmission-runningmissionsmobile-depotopinionpatch-daypiracypiratepiratesplayer-ownedplayer-owned-housingplayer-owned-starbaseplayer-owned-starbasesplayer-owned-structurespvepvprubiconsandboxsci-fisisters-of-evesoestructuresubscriptiontrailersvideowarp-accelerationwarp-speedSun, 17 Nov 2013 18:00:00 -0500319|20769660https://massively.joystiq.com/2013/10/06/eve-evolved-deployables-in-rubicon/https://massively.joystiq.com/2013/10/06/eve-evolved-deployables-in-rubicon/https://massively.joystiq.com/2013/10/06/eve-evolved-deployables-in-rubicon/#comments

Last week I looked at EVE Online's upcoming Rubicon expansion, which aims to kick off CCP's long-term vision of deep space exploration with a series of new deployable structures. Until now, most structures have come in the form of modules that can only be added to starbases anchored at moons. Starbases are owned by corporations rather than individuals and require a significant financial and logistical investment to set up and maintain, putting them quite far out of reach for new players. Rubicon will fix this with a relatively inexpensive new personal Depot deployable that can be anchored anywhere in space.

The mobile Depot is a small feature that was no-doubt trivial to implement, but it could have a massive impact on the shape of the EVE sandbox. The module offers a way to store your items and refit ships in the middle of hostile territory, and this is the first of a new breed of structure that will ultimately unlock deep space for exploration. This expansion will also give us a new auto-looting tractor beam structure and a Siphon Unit that actually steals resources from nearby starbases. Not much is known about these three deployables beyond the basic information already released, and there's a ton of potential for new complementary structures that could be released in the future.

In this week's EVE Evolved, I examine the impact that Rubicon's two biggest deployable structures could have on the EVE sandbox and think about new structures that could be released in the future.
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ccpccp-gamesdeployabledeployable-structuresdepoteveeve evolvedeve onlineeve-evolvedeve-onlineexpansionsfeaturedgame mechanicsiskmoon-miningopinionpatchespersonal-depotsplayer-owned-housingplayer-owned-starbaseplayer-owned-stationplayer-owned-structurespvepvpreactingrubiconsandboxsci-fisiphonsiphon-unitstarbasestructuresubscriptiontech-2territorial-controlterritorial-warfaretheftSun, 06 Oct 2013 18:00:00 -0400319|20738474https://massively.joystiq.com/2013/10/01/player-owned-customs-offices-coming-to-empire-space-in-eve-onlin/https://massively.joystiq.com/2013/10/01/player-owned-customs-offices-coming-to-empire-space-in-eve-onlin/https://massively.joystiq.com/2013/10/01/player-owned-customs-offices-coming-to-empire-space-in-eve-onlin/#comments

Customs offices are pretty important in EVE Online. They're a link between planetside goods and the ships plying the spaceways, allowing for far more efficient transfers than shooting goods up and down while hoping for results. But in secure space, players aren't currently able to control these structures. That's changing with the Rubicon expansion, which will allow players to take out existing customs offices and build their own to control the flow of goods to and from a planet.

At the start of Rubicon, all existing high-sec customs offices will be controlled by an NPC organization. Players can destroy these offices and then deploy a construction gantry. There are restrictions on transferring ownership and attacking offices owned by players, of course, but in most respects these offices function as their equivalents do in low-sec and nullsec. Players can control taxes, transfer rates, and even outright ban others from using the planet -- which can be circumvented with surface-side launches. It's another step in letting players control more of the game's infrastructure, something that should be welcomed by those looking to put a little more play into the more secure parts of the game.

Back in April, EVE Online Senior Producer Andie Nordgren delivered an incredible long-term vision for the game's future that included deep space colonisation, player-built stargates, and players controlling practically everything that's currently run by NPC empires. This vision sets the tone and direction for development over the next ten expansions, each of which will introduce a small component of the overall goal. In a live interview session earlier this week, CCP revealed the first steps it will take toward space colonisation in its upcoming winter expansion.

Named Rubicon, the expansion will be in players' hands on November 19th and promises to give individuals and small groups unprecedented control over the sandbox. It will let players fight over planetary customs offices in high security space, significantly buff the ability of small ships to participate in hit-and-run style warfare, and even introduce a new set of personal deployable structures that can be hidden anywhere in space. All this comes alongside two new Sisters of EVE ships, twitch livestream integration, and significant balance changes to Marauders, Interceptors, Interdictors, and Electronic Attack Frigates.

In this week's EVE Evolved, I run down all of the new features and changes announced so far for EVE Online's Rubicon expansion.
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accelerationamarrauto-lootauto-lootingbalancebugfixcapital-shipcapital-shipsccpccp-gamescertificatecertificatescynosural-fielddeployabledepotdev diariesdrone-baydrone-shipdronesendgameeveeve evolvedeve onlineeve-evolvedeve-onlineexpansionexpansion-revealexpansionsfeaturedgallentegame mechanicsguerilla-warfarehit-and-runhotdrophousinginterbusinterceptorsinterdictorinterdictorslivestreammissionmission-runnermission-runnersmission-runningmissionsnews itemsopinionpatchpatchespiracypirateplayer-generated contentplayer-owned-housingplayer-owned-starbaseplayer-owned-stationplayer-owned-structurespreviewpreviewspvepvprebalancingrevealrubiconsandboxsci-fisiphonsiphon-unitsisters-of-eveskillskill-trainingskillssmallholdingssoespeed-balancingstar-trekstarbasestarbasesstealingstructuresubscriptiontacticsthefttractor-beamsvideovulcanvulcan-shipwarp-accelerationwarp-speedSun, 29 Sep 2013 18:00:00 -0400319|20732600https://massively.joystiq.com/2013/08/04/eve-evolved-strategic-resources-for-everyone/https://massively.joystiq.com/2013/08/04/eve-evolved-strategic-resources-for-everyone/https://massively.joystiq.com/2013/08/04/eve-evolved-strategic-resources-for-everyone/#comments

CCP recently announced its intention to start reaching for big ideas again, but this time set over a more realistic timeframe. If everything goes according to plan, the next five years could see the introduction of player-built stargates and true deep space colonisation. I wrote about the potential of this concept last week and looked at some of the big features we'd need to make it a reality, but I didn't really delve into my personal favourite idea for a potential future expansion: New strategic resources and player-created deadspace complexes.

In this week's EVE Evolved, I look at how strategic resources could be used to get even individual players invested in something worth fighting for, and how player-created deadspace dungeons could be a great way to introduce them.
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apocryphaccpccp-gamescomplexcrucibleculturedeadspacedeadspace-complexdeddominiondungeondungeonsdysprosiumeconomyendgameeveeve evolvedeve onlineeve-evolvedeve-onlineexpansionsfacilityfarmfarmingfeaturedflashpointgame mechanicsgame-designhighsecinfernoisklowsecmaking-iskneodymiumnullsecodysseyopinionplayer-builtplayer-generated contentplayer-generated-contentplayer-owned-starbaseplayer-owned-stationplayer-owned-structurespvepvppvp-flaggingresourceresourcesretributionsandboxsci-fistarbasestrategicstrategic-resourcestrategic-resourcesterritorial-controlterritorial-warfareterritoryterritory-controlSun, 04 Aug 2013 18:00:00 -0400319|20685958https://massively.joystiq.com/2013/07/28/eve-evolved-colonising-deep-space/https://massively.joystiq.com/2013/07/28/eve-evolved-colonising-deep-space/https://massively.joystiq.com/2013/07/28/eve-evolved-colonising-deep-space/#comments

If you were watching the news coming out of this year's EVE Online Fanfest, you no doubt heard Senior Producer Andie Nordgren's incredibly ambitious five year vision. The past few expansions have been mostly filled with bug fixes and improvements to existing gameplay, but the goal is now to begin delivering an epic vision of deep space exploration, colonisation, and PvP raids on enemy infrastructure. The five year roadmap toward this goal includes the addition of player-built stargates and completely uncharted solar systems to locate, explore and build an empire in. If the very idea of that doesn't make shivers go down your spine, something may be wrong with your central nervous system.

CCP has opened new space before with the addition of the drone regions in nullsec and some new lowsec systems for faction warfare, but it wasn't until 2009's Apocrypha expansion that we saw a true exploration and long-term colonisation effort get underway. I think the intoxicating draw of wormhole exploration was primarily due to the fact that the new systems were hidden and the information on them wasn't public. Just adding new solar systems to the existing stargate network wouldn't have had the same effect. Nordgren's vision may take up to 10 expansions to fully realise, but what kinds of features will we need in those expansions to recreate true exploration and deep space colonisation?

In this week's EVE Evolved, I look at some of the challenges CCP will have to overcome to make deep space colonisation a reality and what small steps could be taken in each expansion to get us there.
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alliancealliancesandie-nordgrenapocryphaastronomyccpccp-gamescolonisationcorpcorporate-warfarecorporationcorporationsculturedeep-spacedungeonsempireeveeve evolvedeve onlineeve-evolvedeve-onlineexpansionsexplorationfeaturedgame mechanicsnullsecnyphuropinionplayer-built-stargatesplayer-generated contentplayer-owned-starbaseplayer-owned-stationplayer-owned-structurespospvepvpradarsandboxscannersci-fishipshipssmallholdingsstarbasestargatestargatessubscriptionterritorial-controlterritorial-warfareuivisionwarwarfarewormhole-explorationwormholesSun, 28 Jul 2013 18:00:00 -0400319|20678376https://massively.joystiq.com/2013/04/09/star-trek-online-lets-the-light-shine-in-to-your-romulan-embassy/https://massively.joystiq.com/2013/04/09/star-trek-online-lets-the-light-shine-in-to-your-romulan-embassy/https://massively.joystiq.com/2013/04/09/star-trek-online-lets-the-light-shine-in-to-your-romulan-embassy/#comments

If your fleet has a nice little embassy on New Romulus in Star Trek Online, you'd probably like to make it more than just a square brick building with a handful of desks. That's why the development team has been running a steady series of special projects for players to enjoy, allowing everyone to beautify their diplomatic homes away from home. The newest project is kicking off on April 11th, and it's all about brightening up the place a little.

This new project will improve your embassy's shuttle bay, adding several features including an open ceiling for a brighter atmosphere. Fleets who want to undertake the project will have two weeks to complete it, as it runs until April 25th. However, once it's gone it will stay gone, so it's time to get ready for renovations later this week. It might be a little thing, but be honest, you always wanted a shuttle bay with a skylight.
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crypticcryptic-studiosembassyembassy-projectf2pfree-to-playnewsnews itemsperfect-worldperfect-world-entertainmentplayer-owned-structurespreviewpreviewspweromulan-embassysci-fispecial-projectstar trek onlinestar-trekstar-trek-mmostar-trek-onlinestoTue, 09 Apr 2013 20:00:00 -0400319|20535451https://massively.joystiq.com/2013/04/08/age-of-wushu-shows-off-guild-warfare/https://massively.joystiq.com/2013/04/08/age-of-wushu-shows-off-guild-warfare/https://massively.joystiq.com/2013/04/08/age-of-wushu-shows-off-guild-warfare/#comments

Do you think that your guild is the best group of people anywhere? Age of Wushu encourages that line of thinking, because you're going to need to stand together if you want to defend yourself from all of the other guilds thinking the exact same thing. The latest development blog on the game explains how guilds can control territories as well as how they can lose those lands if they fail to defend against their enemies.

Guild territories are attached to existing zones seamlessly without a loading screen, although you have to speak to an NPC to teleport there. Structures on controlled territories can be upgraded for various benefits, but those upgrades can be lost if a rival guild assaults the territory. Check out a video of guild warfare in action just past the break, and get ready for the game's official launch this Wednesday by getting ready to pick your enemies and burn all they own to the ground.
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age of wushuage-of-wulinage-of-wushuasiachinachinesechinese-mmofantasyfree-to-playgpotatoguild-conflictsguild-fightingguild-warfareguildsgvghistoricalkidnappingmartial-artsming-dynastynews itemsplayer-owned-structurespreviewspvpsandboxsnail-gamessnail-games-usavideovideoswushuwuxiaMon, 08 Apr 2013 21:00:00 -0400319|20534410